If Gemstone Caverns is in your opening hand and you're not playing first, you may begin the game with Gemstone Caverns in play with a luck counter on it. If you do, remove a card in your hand from the game.
Tap: Add (1) to your mana pool. If Gemstone Caverns has a luck counter on it, instead add one mana of any color to your mana pool.
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Gemstone Caverns Discussion
1 day ago
I remember that Yawgmoth's Will + LED game!
I see you've made quite a few modifications to the list. I'd have to go over many cards to get a good grasp of the changes (this tool helps: https://www.youtube.com/watch?v=VwPRfXnu2EE). I'll compare it to my static tournament-legal list Paradox Scepter Storm.
What I've noticed is the addition of Astral Cornucopia as a replacement for Mishra's Bauble (since you can cast it for 0 as a way to trigger Paradox Engine in a pinch, and it doubles as a color fixer). You had already added Everflowing Chalice as a replacement for Urza's Bauble, it was probably based on the same argument. You added Cyclonic Rift, Vandalblast, Jace, Vryn's Prodigy Flip, Helm of Awakening, Merchant Scroll, Cabal Ritual, and Spell Pierce: all of which I can easily fathom the reasoning; Helm combos with top, and Jace combos with both Dramatic Scepter and Paradox Engine, the rest are great removal/counterspells or added rituals. I guess Merchant Scroll can fetch for both removal in Cyc. Rift or Dramatic Reversal. You always ran Culling the Weak, which is very explosive. You run two different lands in Inventors' Fair and Gemstone Caverns while I prefer Tarnished Citadel and Arid Mesa.
I'm a little surprised by the return of Whispering Madness: I'm guessing you found utility in it despite the higher CMC? Waste Not returned as well. Codex Shredder is a spicy addition as well, I'm guessing it is there to get back Paradox Engine when it's removed?
The other card I still play and you don't are Bloom Tender, Candelabra of Tawnos, Dimir Signet, Fire Covenant, Flusterstorm, Kiora's Follower, Lim-Dul's Vault, Praetor's Grasp, Simic Signet, Sylvan Library.
I'd be curious to try both lists in a pod. Your play style is miles more all-in than mine, and this latest iteration reflects that. Very good work!
1 day ago
Kjartan Well if I were to only list the most common lands played in modern this list would be half the size it is now, as the meta tends to converge quite a bit.
Thanks for pointing out Gemstone Caverns, I'll be sure to add it. This is an incomplete, but evolving list of lands for modern. If you think there is anything else that I missed, feel free to point it out.
2 days ago
Kinda streaching don't you think?
Calling the Vivid lands staples, but not even mentioning per say Gemstone Caverns
Still a very decent list when looking for an alternative mana base. +1
3 days ago
Have you thought of adding Gemstone Caverns?
2 weeks ago
Maybe Gemstone Caverns as a 1of or even 2of. You're playing a tempo game anyway and not going first is a major disadvantage in this style deck.
3 weeks ago
+1 Nice deck!
T1: land, Viscera Seer
So a couple things:
I think you should up Eldritch Evolution to 4.
Play fewer lands that come into play tapped and more black and green.
(Maybe consider abandoning blue for black discard & tutor to even out the mana? taking out Yavimaya Coast for a split between Caves of Koilos or Blooming Marsh)
That's all I got.
Good luck and nice deck again!
3 weeks ago
i figured most the suggestions wouldnt be any good but i was bored, but this time i think i actualy have a few good ones, to start off with, Jace's Phantasm at worst it's a 1/1 flyer for 1 blue, next, Deprive is a definite add in this deck, i'd suggest replacing Hydroblast with it, also Delay is a good addition and Annul is really good, i would say use Remand over Unsubstantiate but you already have enough draw, and Unsubstantiate doubles as a Boomerang, Chain of Vapor could be very good over Disperse especially in a multi player game because often ppl will not target you back with it becuase you have mostly 1 drops, they will target someone else and it ends up being basically a 2 for 1, Gemstone Caverns for some good early game ramp, Cavern of Souls if you can afford it, it add protection 4 your commander and hits about 7-8 creatures if u call elves and about 5 if you call rogues, Merfolk Spy, Jhessian Infiltrator, Surveilling Sprite, and Faerie Impostor increase the rogue count all though i doubt any of your creatures will get countered, your better off adding to your faerie count with Zephyr Sprite, Surveilling Sprite, Faerie Impostor, Mothdust Changeling , Scryb Sprites and Cloud Sprite for Spellstutter Sprite, Signal Pest is good, has evasion and is kinda like an anthem,Notorious Throng is real good if you get your rogue count up, take an extra turn and get some 1/1 flying faeries, heck yeah, also almost forgot, Spellskite is pretty good its cheap adds a decent blocker plus additional protection for edric and it can shut down/slow down many deck types and commanders, slows down tron builds, meren builds and flicker builds,
1 month ago
@smackjack: Eldrazi Displacers can bounce Thought-Knot Seer and create some sort of a soft lock when the opponent is hellbent, but the main task is clearing his attackers or blockers out of the way. The general gameplan would be to get early taxers down T1+2 and then race using the bigger Eldrazi whilst preventing the other player from stabilizing. Quite simple actually.
In what way don't you think this could be referred to as stax? Because it doesn't run Smokestack or Tangle Wire? To me, the combination of Chalice of the Void, Thalia, Guardian of Thraben, Thalia, Heretic Cathar and Leonin Arbiter alongside the mana advantage with Gemstone Caverns, Eldrazi Temple and Simian Spirit Guide suits the theme very well.